NOTE: Course payment of $725 by check or purchase order, payable to Castleton University, is due at the time of registration. A purchase order number can be entered into the online registration form and the purchase order can be uploaded to the registration form. If paying by check, please mail the check to: Financial & Registration Services, Castleton University, 62 Alumni Drive, Castleton, VT 05753. To help us ensure that your payment is applied to the correct course, PLEASE WRITE “CFS” IN THE CHECK MEMO LINE. Thank you.Note: Technology cannot be ordered until full tuition is received.Technology delivery by the first day of class is not guaranteed for registrations received after March 1, 2019.

Course Description

Virtual Reality is the next big step in education. Students can be inside the human body to explore how it all works, go inside famous paintings, learn a new language in relevant surroundings, paint and sculpt in 3D, read virtual interactive books, go to famous places and countries, leap back into time, travel into space and go places that they never dreamed of. This new tool has the power to teach our students in ways we never dreamed possible! The experience is engaging to say the least, but it is also interactive and some apps are actually collaborative. This course will not only demonstrate how to use the device and apps, but we will explore apps for education and learn how to plan for experiential learning in VR as well as developing assessments.

Course Objectives/Goals

Transforming Education with Virtual Reality with the Oculus Go is designed to meet the following goals:

1. To learn to use the Oculus Go and find educational apps2. To understand how to integrate VR into lessons so that students develop understandings on an entirely different level3. To understand how VR can be part of assessments and projects4. To understand how VR fits into the Universal Design for Learning

Course Expectations

Students will be expected to do a lesson plan involving VR as well as read and respond to articles regarding VR use in the classroom.